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<blockquote data-quote="AndrewRogue" data-source="post: 4490907" data-attributes="member: 60448"><p>Just gonna avoid this one as I'm not actually sure what I think about it.</p><p></p><p></p><p></p><p>Cinematic/Narrative. Unless the injury is particularly noteworthy, the healing process tends to get glossed over.</p><p></p><p></p><p></p><p>Cinematic/Narrative. Its in the same vein as guns with infinite seeming bullets, etc. People have a standard, reliable attack method.</p><p></p><p></p><p></p><p>Cinematic/Narrative. People don't spam their special moves repeatedly.</p><p></p><p></p><p></p><p>Give me some samples and I'll address them directly, but almost everything in 4th can be dealt with by actually sitting down with the rules for a minute, thinking about the power and making it flavor so it either works with the character or the scene.</p><p></p><p></p><p></p><p>Cinematic/Narrative. BBEG and villains usually tend to be significantly different/special. This is especially true with monster types.</p><p></p><p></p><p></p><p>Cinematic/Narrative. Heroes get the epic treasures that they can use to destroy evil. They don't get "oh, another +1 mace." They get the legendary blade to slay the archivillain, or piles of gems and ancient treasures that they sell to the friendly broken and get the secret bow from his backroom.</p><p></p><p>I actually want to say that the opposite is INFINITELY more video gamey. You know how many times I've run Kara and not gotten the drops I need?</p><p></p><p></p><p></p><p>Exact rule?</p><p></p><p> To try and condense my point...</p><p></p><p>4th Edition takes a step back, examines its roots and makes a game that's specialized in emulating cinematic sword and sorcery style fantasy. The entire system, frankly, is built around the tropes that make up the genre. The rules are designed to reflect the sort of action you'd expect out of a S&S flick, a new comic, a chapter of manga or a pulp fantasy novel.</p><p></p><p>*shrugs*</p><p></p><p>Go back and take a look at all the things listed above. Almost every one of them can be addressed and made logical if you were to consider the game world not as a "real world" but the stage for a fantasy story. If you want, I can go back through and help you deal with the individual issues, but... yeah. I'm not finding the system that much more video gamey than a previous system.</p></blockquote><p></p>
[QUOTE="AndrewRogue, post: 4490907, member: 60448"] Just gonna avoid this one as I'm not actually sure what I think about it. Cinematic/Narrative. Unless the injury is particularly noteworthy, the healing process tends to get glossed over. Cinematic/Narrative. Its in the same vein as guns with infinite seeming bullets, etc. People have a standard, reliable attack method. Cinematic/Narrative. People don't spam their special moves repeatedly. Give me some samples and I'll address them directly, but almost everything in 4th can be dealt with by actually sitting down with the rules for a minute, thinking about the power and making it flavor so it either works with the character or the scene. Cinematic/Narrative. BBEG and villains usually tend to be significantly different/special. This is especially true with monster types. Cinematic/Narrative. Heroes get the epic treasures that they can use to destroy evil. They don't get "oh, another +1 mace." They get the legendary blade to slay the archivillain, or piles of gems and ancient treasures that they sell to the friendly broken and get the secret bow from his backroom. I actually want to say that the opposite is INFINITELY more video gamey. You know how many times I've run Kara and not gotten the drops I need? Exact rule? To try and condense my point... 4th Edition takes a step back, examines its roots and makes a game that's specialized in emulating cinematic sword and sorcery style fantasy. The entire system, frankly, is built around the tropes that make up the genre. The rules are designed to reflect the sort of action you'd expect out of a S&S flick, a new comic, a chapter of manga or a pulp fantasy novel. *shrugs* Go back and take a look at all the things listed above. Almost every one of them can be addressed and made logical if you were to consider the game world not as a "real world" but the stage for a fantasy story. If you want, I can go back through and help you deal with the individual issues, but... yeah. I'm not finding the system that much more video gamey than a previous system. [/QUOTE]
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